Jump to content
  • Sign Up

lostinoz.8659

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by lostinoz.8659

  1. Kind of a crazy idea but what if everyone got a breaker bar? Stability could then heal your breaker bar if it was chucked down. CC skills could then be balanced around everyone having one and it could also be a “trade off” for more powerful classes such as Holo (ie pick Holo and you get ½ sized bar). Other random thoughts, I also like the idea of might capping at 15 or 20 a stack. If a skill shares a boon it should be on a longer cd. Skills should only do one thing; they shouldn’t damage and then apply a condition and then provide a boon all in one go. Maybe a little off topic, but in order to give the meta more diversity, create thematic class roles outside regular combat roles as well. Such as engineer kits do more damage to walls and gates (demolition experts). Guardians could heal lords or supervisors for more during combat while defending. Mesmers could create zerg illusions making your numbers look larger from a distance. Thieves could steal supply from enemy camps. Rangers could tame local wildlife to attack enemies. Eles could call forth a fog of war making the battlefield harder to see. After a battle Necros could summon the bones of the fallen to create stationary allies for the next battle. Revenants could call legends of the mists to provide blessings for buildings or lords. Warriors could train non-lord npcs to be more effective in battle. Something cool, useful, and unique to foster roles and comp diversity. Thanks for taking the time to stop by, communication is always appreciated.
  2. Pretty disappointed that condi-scrapper gets kicked down the road. It was the sole bright spot that had me really looking forward to the patch. Hope there are some decent changes to core engi in the not discussed section. Save 1200 health its just more nerfs, 3rd patch in a row :-(
  3. I've used both Water and Monk runes on my Medi Scrapper, you really cant go wrong with either. Personally I think the extra healing on the Monks is slightly better than the Water's extra condi cleanse.
  4. First thank you Irenio and team. Taking the time to listen to feedback goes a long way here in the community. Overall the suggested changes seem fair and reasonable and I would be excited to give them a shot. I know that at this time you are not looking for general class feedback, but in the future it would be really nice to have some dedicated time for each profession where the community could pick out and have the devs address the top 1-3 issues for that class. Not everything would have to be a full rework but perhaps small changes that have fallen through the cracks over the years that could easily breath new life into some of the professions. Again, thank you and look forward to this type of communication in the future.
  5. Engineer• Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro. This would be fine, I currently use Chemical Field but I would also use Detection Pulse. Would hurt my DPS but would increase utility. Fine either way.• Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. This one would hurt. I use purge gyro as my only source of condi clears when I run a Juggernaut roamer build. After the most recent Scrapper changes, I feel I have to use divinity runes instead of water runes I was using before to make up for the -300 vitality. I get the change would be to tone down the Medi-Scrapper build but it would further hurt the build diversity of “off-meta” Scrapper builds more. I would probably look at changing Antitoxin runes first. • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 seconds in WvW. 75 seconds seems a little too high, 45 is too low, 60 seconds is probably the sweet spot. • Would your gameplay change as a result? Yes it would change as a result. In my Juggernaut is already weak to spamming boon corrupt/conditions. This would make it even more so • Do you feel these changes would improve or worsen the state of the game? If I’m being non-biased, they would probably improve the state of the game. • Are you looking forward to these potential changes/ concerns with this set of changes? I am very nervous about these changes. I think that the last Scrapper patch was rather short sighted on deleting any kind of condition-based play style (which I ran). The Medi-Scrapper is a fun build to play. It isn’t as survivable nor is it as common as it was pre-patch. Without seeing how it interacts with the other changes on the list it could be ok or it could be too much. Either way it feels like Scrapper is being pidgin holed into a very particular play style with build diversity shrinking every patch.
  6. I think the Scrapper changes for the most part are fine. The function gryo could use a little more health or the field it puts out could be bigger (or both). Condition damage should add to the barrier to open up builds. With the loss of 300 vitality the barrier gain for anything other than the most glassy cannon power builds is kinda lackluster. If ANet ever does a kit rework it would be nice to see them sprinkle a few more daze options throughout. Currently there is little reason the take any of the middle traits if you don't run a hammer/shredder gyro combo.
  7. I think that's a solid move forward, as at least on the condi and support ends, the gutting of vitality will be offset by at least better access to the means of generating barrier. I like the idea but if healing were to trigger Impact Savant barrier, would a Sanctuary Runes combo be too powerful? (15% from Impact+20% Sanctuary then the extra 15% from Adaptive Armor) Not following you. Wouldn't Sanctuary Runes have been even more OP before this patch, where we had more self-healing? But I don't remember seeing anyone using them over Monk runes.Its not that Sanctuary Runes would be OP its that the total barrier gained in a combo would be. I guess the question is would Sanctuary Runes + Rapid Regen + Med Pack Drop < 15% of all outgoing heals barrier + Sanctuary Runes. Heal Scrappers can still pump out a lot of heals without Monk Runes but maybe you are right and I am over thinking it.
  8. I think that's a solid move forward, as at least on the condi and support ends, the gutting of vitality will be offset by at least better access to the means of generating barrier. I like the idea but if healing were to trigger Impact Savant barrier, would a Sanctuary Runes combo be too powerful? (15% from Impact+20% Sanctuary then the extra 15% from Adaptive Armor)
  9. Generally, I would agree with your assessment. The function gyro could use more health. Of the times I have used it in WvW I think only once has it not been cleaved down instantly. I would like to add a 4th option to your proposed Impact Savant changes: Convert 15% of ALL outgoing damage into barrier and reduces vitality by 300. Remove the strike provision and open it up to include condition damage as well. This would open up build diversity and play styles.
×
×
  • Create New...